---技能结束根据不同条件触发不同技能
---@class SkillEffect164100:BaseSkillEffect
SkillEffect164100 = ClientFight.CreateClass("SkillEffect164100",ClientFight.BaseSkillEffect)
local t = SkillEffect164100
function t:prepareSkill( skill, position)
    return false;
end

function t:releaseSkill( skill)
    return false;
end

function t:attack( skill, target)
    return false;
end
---@param skill FightUsingSkill
function t:finishSkill(skill,breakin)
    local skillBean = skill.skill.skillBean
    local num = skillBean.f_SkillScriptParameter[1]
    local skillId = skillBean.f_SkillScriptParameter[2];
    if(table.getn(skill.actionTargets) >= num) then
        local skills = nil
        if (skill.triggerFrames[SkillManager.FINISH_TRIGGER]) then
            skills = skill.triggerFrames[SkillManager.FINISH_TRIGGER]
        else
            skills = {}
            skill.triggerFrames[SkillManager.FINISH_TRIGGER] = skills
        end
        table.insert(skills,skillId)
    end
    return false;
end
t.New()